#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in float aTexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out float TexCoord;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}
